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Question by dandago · Jun 05, 2013 at 11:21 PM · reflectionbouncepool

Bouncy material and walls

Hi,

I am writing a game with mechanics quite similar to pool: you hit a white ball with the cue and it can hit other balls or bounce on walls. Concept:

Bounce concept

I am using the bouncy material from the standard Physics assets on the balls. The expected trajectory is illustrated by the black lines (actually rendered in-game with a process based on ray casting). The blue and brown sections are obstacles/walls that the balls can collide with.

However, after colliding with the brown surface, the white ball does not follow the trajectory illustrated by the secondary black line. The actual trajectory is closer to the surface normal.

I'm not sure what I'm doing wrong. Can I somehow configure the bouncy material to reflect correctly off an obstacle?

bounce-reflection.png (32.3 kB)
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Answer by darthbator · Jun 05, 2013 at 11:35 PM

I've actually played with this a lot and I have never been able to make the built in physics give me 100% repeatable predictable results. If I need a certain exit trajectory or path I tend to detect the collisions and then programatically tween the moving object myself.

It's sort of a pain but it's 100% reliable if you require the object to exit the collision in a specific manner. If you're able to tame physX and make this work I would certainly be interested.

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avatar image dandago · Jun 06, 2013 at 08:29 AM 0
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I am reluctant to reinvent the wheel, but I'll play around with this some more and see if I can get it working using Unity Physics. Perhaps one way to do it is to clear the forces on collision, and set an impulse force in the reflected direction. Still a bit dumb, but it seems we need some sort of a workaround here.

avatar image dandago · Jun 06, 2013 at 09:48 AM 0
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Update: no luck doing this with forces and collisions.

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